Let me know what you're building with hexgrids or ideas you might have for game elements you could adjust using the above method! Lots of great stuff on the Discord. Feel free to share there as well! Thanks for watching!!
omg you switched to godot just before the improved information system for gameplay! 😝 I was loving the series and it seemed like you were going to continue with this game in godot but couldn't find the continuation ☹ Wish you continued this series either in unreal or godot, thanks for everything so far though I think I can continue building on top of this :3
Very nice tutorials, please make more, they are so helpful! How can you make a landscape? How can you change the form of the hex into an actual ground with nice shapes, grass, mountains and all that stuff? Also, how can you make a building city type game based on this grid system? Can you implement this in your next video, please? I want to see... it will be nice if you can make A.I. walk around, cut trees, villagers gathering resources, soldiers following you (if they are on your side) or fighting you (enemy), etc... similar with Age of Empires. Thanks!
Hi! I watched your Hexgird tutorials. This is a really helpful video, thanks. It's difficult to complete just by watching the video cause I'm beginner. :( I'd like to join your discord, but it seems to have expired. Is there any way to participate?
Hi! This was a really good video, you really helped in kickstarting my dream game project. However, I'd like to know if you are planning on continuing the series? I'd like to see your take on how to make a world wrap, as if the map was cylindrical (after all making spherical world with only hexagons is impossible) Anyway! Thanks for the great videos :)
The way you just review what you've already done is too fast and incomplete for any beginners. I've been studying bp's for 2 months now and all I can take from your videos is the occasional node that I didn't know existed.
It's been 13 days and I still cannot for the life of me figure out how to spawn an object across the top of the tiles. I simply want to make a blueprint that has a random probability of being an array of different actors from a data table, or being nothing at all. I then want to spawn that actor on any tile above the water level. That way I don't have ores, trees, and other things spawning in the water. Has anyone done anything similar to this with any success? I am jsut trying to add some destructables to my level, and I have a grid spawner set up currently, but that is resulting in the obivous objects in the water issue. The discord is non-existent now, so if anyone sees this and can help let me know.
You can boost the performance of your ISM/HISM component with a little trick. Instead of setting the Scale to 0, to hide the instance to this: 1. Set the location of the instance faaaaar away, so it gets culled. 2. Make sure you set a cull distance in the ISM/HISM component. 3. Don't set all hidden instances to the same location. Unreal doesn't like that, especially when the instance has collision enabled. 4. 🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀
Hello, very good job and well explained. However i have 1 question, you are able to detect what mesh was hit inside the map with the click but is it possible to collect the same info from a collision hit ? i can't make it work the returned ID is always -1.. which is i believe the ID of the whole map, i'm new to unreal so could be because of me too :)
@stayathomedev I am working with an irregular hexagon grid. In other words, my hexagons aren't perfect and might have one vertex slightly out of place. Now here is my question: Would it be possible to manipulate my hexagon instance to fit the irregular hexagon by moving each of the 6 corner vertices? I currently have my terrain made using procedural mesh components, fitted around a sphere. But this causes a rather high draw call when done per cell. I am thinking of merging hexagons together, but this will make it a lot harder to assign materials to the mesh. I also wonder whether dynamic mesh component might be a better solution. But this would also require me to move the hexagon corners. Any tips would be appreciated!
I really hope you´ll continue this. What I actually need though is (in theory) much simpler... I´d need a world map devided into a square or hex-grid on which the player navigates and then (as you mentioned for your project) can get "enter" the level bound to that. (or "zoom in" to that position on the map to a 3rdP/ top-down view whatever) Think Jagged Alliance 2 for instance. Since yours and my project seem to have a few parallels, this is the best series I could find for what I´m looking for. I can imagine you being pretty buisy with your own project, but I really hope you can give me some hints at least :)
I think a way to go about it would be loading and unloading, possibly streaming a level with either some kind of transition to cover it up or gradual fade in. At that point the hexgird no longer exists and you're only zoomed in on the individual hex or square tile.
I'm curious how you set up your line trace? I've been using your videos as a guide to get my grid in place, but I'm trying to do some different things as far as manipulating individual hexes. Nevermind, I had to do it through my Player Controller instead of the Grid Manager.
Thanks for video. Can you show how to blend material between two tiles like in civilization? I think about vertex color, but I don't know how it do. Sorry for my English, it's not my native language.
@@stayathomedev Hi, I find the way how to blent material between hex meshes. You can give me your email, and I tell you my idea that you can do it better. If you want. I tried it, it work.
you could make your own brush. There is a 'get instances overlapping sphere' function that returns an array of indexes. On click start use a looping timer to call a function to get the hit location under the mouse. Then use that as the center of the sphere, then use a for each loop to iterate through the results adjusting height based on the distance from the center of the sphere. on click end you stop the timer.